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Global Recreation Market (2022 to 2031) – Featuring Maruhan, Flutter Entertainment and Tabcorp Holdings Among Others
The “Recreation Global Market Report 2022, By Type, Age Group, Revenue Source” report has been added to ResearchAndMarkets’ offering.
This report provides strategists, marketers and senior management with the critical information they need to assess the global recreation market as it emerges from the Covid 19 shut down.
Reasons to Purchase
- Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
- Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market research findings.
- Benchmark performance against key competitors.
- Utilize the relationships between key data sets for superior strategizing.
- Suitable for supporting your internal and external presentations with reliable high quality data and analysis
Description:
Where is the largest and fastest growing market for the recreation? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Recreation market global report answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider recreation market, and compares it with other markets.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, the impact of the Covid 19 virus and forecasting its recovery.
- Market segmentations break down market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the impact and recovery trajectory of Covid 19 for all regions, key developed countries and major emerging markets.
- Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
- The recreation market section of the report gives context. It compares the recreation market with other segments of the recreation market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, recreation indicators comparison.
Major companies in the recreation market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterias y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc., The Hong Kong Jockey Club, Tabcorp Holdings Ltd., CJ Corp. and Oriental Land Company Ltd.
The global recreation market is expected to grow from $960.66 billion in 2021 to $1485.79 billion in 2022 at a compound annual growth rate (CAGR) of 54.7%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $2557.38 billion in 2026 at a CAGR of 14.5%.
The recreation market consists of sales of the use of recreational facilities, and recreational services and related goods by entities (organizations, sole traders and partnerships) that provide recreational services. Recreational activities include taking part in sporting activities and visiting museums, historical sites, zoos and parks and also witnessing spectator sports and events. Gambling except casino hotels can also be considered to be part of recreation market.
The main types of recreation are amusements, arts and sports. Sports services provide live sporting events before a paying audience or entities that operate golf courses and country clubs, skiing facilities, marinas, fitness and recreational sports centers, and bowling centers. The different age groups include aged 35 and younger, aged 35-54, aged 55 and older and involves various revenue sources such as media rights, merchandising, tickets and sponsorship.
Asia Pacific was the largest region in the recreation market in 2021. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the recreation market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The recreation market growth is aided by stable economic growth forecasted in many developed and developing countries. The International Monetary Fund (IMF) stated that the global GDP growth was 3.2% in 2019 and 3.5% in 2020. Recovering commodity prices further expected to aid the market growth. Developed economies are also expected to register stable growth during the forecast period. Additionally, emerging markets are expected to continue to grow slightly faster than the developed markets in the forecast period. For instance, India’s GDP grew by 7.2%, whereas China registered GDP growth of 6.0% in 2020. Stable economic growth is expected to in end user markets, thereby driving the market during forecast period. This continued economic growth is expected to increase investments in the end user markets and be a driver of the recreation market as greater affluence allows consumers to visit recreation centers.
Amusement parks are increasingly using virtual and augmented reality technology to provide an immersive experience to customers. Virtual reality is a 3D, computer generated environment which can interact with a person, whereas augmented reality turns an environment into a digital interface by placing virtual objects in the real world. Amusement parks are implementing this technology in rides and theater-based attractions. For instance, Plopsaland De Panne in De Panne, Belgium has a new virtual reality wooden roller coaster called Heidi The Ride, which can reach speeds of more than 43 mph. Amusement park SeaWorld has started operating a new Kraken Virtual Reality Roller Coaster in Orlando. The Weave Breaker coaster brings the reality of jet skiing in an amusement park. Universal Studios have The Walking Dead mazes with augmented reality elements.
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Anthony Dalla-Giacoma Chief Commercial Officer at Swintt
Swintt launches Elysium Studios slots on Kaizen Gaming’s Stoiximan.gr
15 titles are live in Greece, with more Elysium Studios releases scheduled to follow.
Swintt has rolled out a selection of Elysium Studios slot content on Stoiximan.gr, expanding its distribution in Greece through a partnership with Kaizen Gaming.
The supplier said 15 titles are already live on the Stoiximan platform. Games named in the announcement include I Hate Fairytales and Law of Gilgamesh, with additional Elysium Studios releases due to be added later.
Anthony Dalla-Giacoma, Chief Commercial Officer at Swintt, said: “We’re delighted to see our games go live with another brand in the Kaizen Gaming portfolio, especially as this latest launch takes us to Greece, where Stoiximan.gr is widely recognised as a market leader.
“With its strong reputation and extensive player base, Stoiximan.gr is the perfect platform for us to introduce more Greek players to Elysium Studios content. With 15 titles already live and more to come, we’re confident our games will add real value to the operator’s casino offering and help drive strong engagement among its players.”
The post Swintt launches Elysium Studios slots on Kaizen Gaming’s Stoiximan.gr appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
central asia
Groove confirms attendance at SBC Summit Tbilisi 2026
Groove has confirmed it will attend SBC Summit Tbilisi 2026, scheduled for 15–16 July at the Sheraton Grand Tbilisi Metechi Palace, as it targets growth across Eastern European and Central Asian iGaming markets.
The conference is expected to draw more than 2,500 industry professionals, according to the company, following 2025’s record attendance with delegates from 44 countries. Groove said it will bring a full commercial delegation to pursue partnerships with regional operators.
Yahale Meltzer, Co-Founder and CEO of Groove, said: “Eastern Europe and Central Asia represent some of the most dynamic growth opportunities in iGaming today. SBC Summit Tbilisi is where the region’s decision-makers converge, and we are arriving with a platform built for scale, speed, and regulatory precision.” He added: “Our Unseen Architecture of predictive auto-scaling, atomic transactions, and a real-time compliance mesh ensures operators can launch fast and adapt locally, whether they are entering Georgia, the Balkans, the Baltics, or Central Asia.”
Meltzer also pointed to the SBC Regulators Summit as a factor in the company’s focus on the event, saying: “With regulation front and centre as a business-critical priority, and direct access to regulators through the SBC Regulators Summit, this event is where commercial realities are forged. Groove delivers the toolbox, the content, and the expertise to turn ambition into measurable growth.”
Ana Sokhadze, Operations Manager at Groove, who will lead the company’s presence in Tbilisi, said: “SBC Summit Tbilisi is the meeting point for the region’s most ambitious operators, affiliates, and technology suppliers. This is where high-value networking translates into real commercial opportunity.” She added: “We are not here to hand out brochures. We are here to have conversations that become partnerships.”
The post Groove confirms attendance at SBC Summit Tbilisi 2026 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
CT Interactive
CT Interactive Releases its Latest Title, Dragon Beast
CT Interactive has released Dragon Beast, a visually refined and feature-rich slot that combines classic mechanics with a modern presentation set in a rich world of dragons and royal symbols.
Dragon Beast takes players on a thrilling journey through a mystical world filled with hidden wealth and legendary creatures. Set on a 4×3 reel layout, the game offers exciting gameplay and rewarding opportunities with every spin. Along the way, players will encounter the special Dragon Eye Wild symbol, as well as valuable treasures such as Money, Goblet, Crown, Ruby and Diamond. Together, these symbols create an immersive adventure where fortune, mystery and the power of the dragon combine to deliver an unforgettable slot experience.
Special Features
The Wild: The Dragon Eye Wild substitutes for all other symbols.
The Hold and Respin: All wins in the game are scatter wins. Dragon Eye Wild substitutes for all symbols. When 3 or more Dragon Eye Wild appear on the screen, the player is offered a respin. To play the respin, the player must pay for it. During a Respin, the bet is the same as in the initiating game that triggered it. During the Respin, the chosen symbol sticks on the screen and a new spin of the reels is made for the remaining positions. If the Respin results in a higher win from the symbol than in the initiating game, only the higher win is paid out. If there are 12 identical symbols on the screen, no Respin is offered.
Legendary Rewards
Catch the maximum win of up to 1000x total bet by landing 12 Diamonds in a winning combination.
The post CT Interactive Releases its Latest Title, Dragon Beast appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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